It really comes down to the quality of your models and your scene composition skill. Nothing performance wise is gonna stop you from making a scene in jME3 that's as good looking a what you see in a CryEngine game, but those scenes usually took several thousand expert man hours to put together.

So cool! Two questions:
1) Are there any added complications with models not made from scratch, e.g. if you buy a model pack and want to apply this method (fracture script) to those models?
2) What modeling tool are you using? And, are you completely tied to that particular tool?

The most common type of enemy will be humans. What'll make them interesting is their behavior, as the game will mimic realistic crowd behavior. Civilians will perform actions like rallying together, fighting back, fleeing and going off the whack hysterical based on various conditions and parameters.

Lulloser brings a good point. Your visitor counts are peaking right now thanks to Indie Royale. This would be a great time to officially invite users to your Steam Fan Group. You could formulate it as a part of your roadmap, i.e. "3079 available via Desura and Indie Royale; what's next?"

That is, as long as IndieDB/Desura is okay with that type of advertisement. There's a slight conflict of interest.

Thanks man! We've submitted our pre-alpha release to indiedb, which is currently awaiting authorization. If you don't want to wait, you can always head over to playotherside.com and download it directly from there.

I sent an email to one "emiliano", as it appeared to be the listed contact for your project. I'm still interested in discussing your intentions for this project, and I won't be very responsive on IndieDB.

Could you be more precise about the technology on which you have based your engine on?

In your entry summary on indiedb.com you state the following:
"EG3D engine is a powerful voxel engine written on java and lwgl."

Yet on your website,Eg-games.jimdo.com
you say:
"With the power of OpenGL and IDTech 3, EG engine is a powerful engine based on Quake 3 Arena to get a very good performance and quality to play." (Google Translation)

Which one is it? If it is indeed written in Java and based on LWJGL, I'd be really interested to know more about how it differs from jMonkeyEngine, which powers voxel based games such as 3079 and Mythruna. We're always happy to work with more collaborators, should you guys be interested in opening up your development.

One thing puzzles me a little:
"(...) starting 2 years into a projects development is never easy!"
That sounds like cross-platform wasn't much of a concern, from planning to release. Is that really the case? I always imagined cross-platform was the idea from the start, with Desura aiming to be the developer's publishing platform and all.